#version 120
//uniform sampler2D ParticleTex;
varying float Transp;
varying float yell;

void main()
{
  //gl_FragColor = texture2D(ParticleTex, gl_PointCoord);
  if(yell<1.0)
    gl_FragColor = vec4(1.0, 1.0, 0.0, Transp);
  else
    gl_FragColor = vec4(1.0, 0.0, 0.0, Transp);
  //gl_FragColor.r = Transp;
}
